Actually I would love to see a complete game done in that paintery/sketchy style of 3D Modeling Someone should convince his boss now!!! Edit: Pardon my ignorance but could you give me a link to those Scott Robertson's videos you are talking about? Or a quick tutorial/overview of your own how you made that model? Thx!
To be honest i'd prefer that both France and Spain loose But good that France won, i think that the way too confident spanish actitude (i live at 2km from spain, i know what i'm talking about ;D) was deserving this.. 3-1 was even soft, a few more france goals would be great But football apart, here is what i done today:
Odiums really changed alot. Ive been talking to him and he's been nothing but nice. These were accualy intended for Q2E. http://www.quake2evolved.com/ The reason i started doing these is i wanted to do some high poly stuff for my portfolio. It seamed fitting that i did some remodeling for quake2 because remodeling for…
Blaizer, while I respect your work and talent, you are defending and perpetuating the incorrect idea that there is some very distinct connection between polycount and performance. "Less polys = better" is simply not the case, there are loads of other things to consider when talking about optimization. Lowering your…
Wooo Sephiel on the boards! If you want more precise constructive criticism about these pieces you might want to put them in a dedicated post... But then again, up to you - I guess it depends if you consider them locked and done, or still open for some further polish... Anyways! Looks good :P My only crit would be about…
A test to see if I can get an Art Nouveau style without fussing about with tons of difficult shaders. After all the talk, I almost dare not ask about polygon counts anymore, but it IS polycount.net after all. From what I understood, the only polygon count that matters is the amount of polygons being rendered. By that…
Ben: Thanks, I've been working more in facted mode as i go, it helps to make a much smoother mesh when you're looking at the raw polys instead of smoothed, where its easy to get messy/bloddy details happening. I've heard some people actually talking about rendering out normals liek this too, that you get crisper detail but…
I'd toy around with beefing up the shoulder pads, as that would give it a more interesting profile from the front. and them maybe having one of those pull over type things that cover the head. You could probably find out what I'm talking about if you check out the nuclear soldiers from metal gear solid. Maybe a large…
very cool stuff guys. Vitor, isn't that head overly 'dense' for game-art ? I don't know nowadays, I'm not in game-art myself so I just tend to do what 'looks' right so I might be talking outa the rear-ende when asking that hehe and ofcourse some more Bob added a shirt that i need to attach to the rest of the body. I tend…
fordy: Looks decent, but -really- flat. You could have some of bricks sticking out or be recessed and have some shadow casting in there. Vary the brightness and color values of the bricks, right now it just looks like one solid piece with grout carved into it. tinman: Looking pretty hot. He's positively repulsive. I'm…